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Everything posted by haddockd
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The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
haddockd replied to haddockd's topic in Modifications
I am simply looking for someone to play through the game and report any issues. Ideally completing sidequests such as item upgrades, etc would also be appreciated. Anyone interested can shoot me a PM -
My real name is Dan and I have been a member since 2010. Before I perused here I was a member of spinout's forum and Glitchkill before it died. I am probably the oldest one here at 34 and I started modding OoT to create a new gaming experience for my now (ex) wife. I actually do not enjoy playing Zelda (lets not flame now haha) but modding got under my skin and I have been messing with it ever since. I did release a full text mod with a new plot, damage modifiers, music ports, and many other smaller goodies which many people enjoyed. I am in the process of honing it still for the community to enjoy. It is called the Ruinous Shards but it may be stuck because I am unable to find any beta testers who will complete the mod. Oh well. I specialize in litigation software both support and custom software design and development. I have a Masters Degree in Information Systems and love to play golf, fish and turn based RPGs through emulators.
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The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
haddockd replied to haddockd's topic in Modifications
Its been 2 months now and all of my beta testers have not contacted me so I assume they are uninterested or too busy to complete the mod. I also had one member offer to inject a few textures into the ROM for me and that also seems to have fallen through.... So it looks like this mod will either not be released or released as is. I have not yet decided. Unless someone can actually test my mod and give me feedback. That would be super -
Airikita and haddockd Sharp Ocarina fix (see last page for build)
haddockd replied to haddockd's topic in Community Projects
If anyone has any suggestions as how to accomplish this, I can change the code and update the tool -
We both have a coding addiction that cannot be stopped by drama nor permission. All I can say is that I share your love for the unknown and the need to code the current situation to bring new things to fruition.
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You are such a tease!
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I am! Most of my beta testers have stopped reporting back so I assume they are busy or have dropped the project. Send me a PM if you are interested in testing my mod. Check it out here for details: https://www.the-gcn.com/topic/3086-the-legend-of-zelda-ruinous-shards-updated-1117/
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Found this here: Summary of the Zelda Wii U Map Analysis If you hate long winded explanations and simply skipped through the article looking at pictures instead, then this is the part where you should probably pay attention. Here is a quick overview of everything we’ve learnt about Zelda Wii U based on information from the gameplay map: Zelda Wii U is huge. It will take over 1hr 14mins 30s to cross the entire map (corner to corner) on horseback. In real life this would be the equivalent of travelling 54.6km. Death Mountain, Zora’s Domain and Lake Hylia all appear to be present on the map. The southern section of the Zelda Wii U map matches up with Zelda 1’s map. There are two different depths of water. Link should be able to cross lakes, rivers & parts of the sea. Link may have access to a boat or other water crossing equipment. Zelda Wii U may have towns/villages and possibly smaller settlements. Link may potentially be able to set up his own camp (if the map icon does not depict a small settlement). Spectacle Rock may be making a reappearance, this time in the form of a lake. Link may be able to travel across the deeper parts of the sea to reach isolated islands and/or shallow areas. Some areas may only be accessible by following specific paths or during certain points in the game. Zelda Wii U may feature a village within a lake or alternatively a swamp-like lake with varying water levels. There is a mysterious black dot on the west of the map. This could be Ganondorf’s hide-out or a Twilight portal. There isn’t a defined border on the southern edge of the map. Suggesting that Link can go further south, possibly in a future update.
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Love the realistic world setting and the jump and fire arrows off Epona is badass!
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Easy enough! Anyone have any comments on the font used for items in the menu? I would like this to look as authentic as possible.
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Thanks Arcaith! Will ZLE2 convert them into the same size as the originals? I dont want to go overwriting any other textures. Also I changed the text of some of the items (like Zora Tunic). Does anyone know the font of those so I can have them match?
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Post all of your funny gameplay pics here. Note: They should be real pics and not edited or that defeats the purpose! I will start! This is Legend of Legaia (PSX) and my main character acquired the liquid power of Jizzum
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Hi All, I had a volunteer say they would take my 16 or so corrective textures and inject them into the ROM for me. I was SOOOOOOO excited. But alas, I haven't heard from them in a week. No offense to the person who volunteered. I REALLY appreciated the offer and am greatful you believed in my mod as to offer your time However, I want to ensure this gets done in my final mod and I am unsure if the volunteer has the spare time to assist. Is anyone: a) Available to perform this function for me? OR Have info on how to do it so I can tackle it?
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The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
haddockd replied to haddockd's topic in Modifications
Unfortunately what it seems may be a stalling point is that my beta testers have had a hard time finding spare time to play/test my mod. I am still open to beta testers but please only serious ones. I expect you to play and beat the game in a reasonable amount of time and report any issues to me -
Ah! Im too old for Tumblr, haha. Thanks for the clarification.
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Am I the only one who has no idea what this is about?
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This was done when I originally made the mod (probably three years ago) and at the time it was considered a good tool to use.
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Thats it! I loaded it up from the menu to go through the plot. I didnt actually beat the temple. Thanks Takuhi!
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It does indeed behave like a normal deku baba I guess the question is do you need the deku sprout after the initial information?
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Sooooooo, I was going through the plot and after you beat the Forest Temple you speak with the Deku Sprout. Everything goes according to plan except the last thing he says after the cutscene. In my mod, a Deku baba appears in his place. Is this normal? I never replaced him at all so I am hoping it is... Here is a screenie (the screenie does contain a BIG spoiler for my mod so I edited the photo to eliminate the text) I am REALLY hoping it is normal because SceneNavi has the proper actor there: SceneNavi has the Sprout in "Stages" 2, 9, 11 and 12. I am unsure which of those is the appropriate one for right after the cutscene to be honest. Any thoughts?
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I wanted to say that this issue is resolved. I simply changed the graphics and collision to be a bit smaller for the well and placed a boulder on top of it in the appropriate scenes. I also moved links spawn actor from exiting the bottom of the well to outside of the well.
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The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
haddockd replied to haddockd's topic in Modifications
I want to take this opportunity to thank several folks who have helped directly or indirectly so far in this mod! Thanks to the following ppl: Jason 777 - Created a warp out of my custom dungeon and guiding me on music pointers xDaniel - Guiding me on waypoints and scene/room information Mallos31 for injecting some of the new textures into the ROM mzxrules, Arcaith and Three_Pendants - Assisting me on waterbox and collision issues netsrac, wakymaky666, Mallos31, z64online2.21 - beta tested picking out the issues with the mod Test - beta testing picking out the issues with the mod Ideka - documenting attack and walk speed values in ROM and injecting custom textures into the ROM -
YES! Thanks xDan! That solved my carpenter issue. Anyone have any ideas on the music loop or pitch?
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Hi All! I hope you arent annoyed with me (yet) I have a few issues that are beyond me and wanted your thoughts: You may know that I imported custom music (messian's converter and importer) into my mod and there are 2 small issues 1) One of the tracks doesnt loop. Is there an easy way to fix that in ROM? 2) The same song that doesnt loop has one horn that is fairly loud. Any easy way to tune that down a smidge? I am not overly concerned about this one but if it is an easy fix, I will tackle it. The second question is regarding the running carpenter in Kakariko (day, child). I did elevate the collision (floor) but changed nothing else that I can remember. Any way to get him to stop walking through the pylons? (pics below). It isnt a huge issue as it has no effect on gameplay, but one I would like to fix if possible.